#1577 closed defect (fixed)
two Chicken spawning inside Civic Centre on Alpine Lake. AI instability as results
Reported by: | rjs23 | Owned by: | O.Davoodi |
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Priority: | Nice to Have | Milestone: | Alpha 13 |
Component: | UI & Simulation | Keywords: | |
Cc: | O.Davoodi | Patch: |
Description
http://img1.uploadscreenshot.com/images/orig/8/21507302655-orig.jpg
There are two chickens inside the building. One of the chickens died because one worker managed to reach it and killed it but could not gather it after it got slaughtered.
As seen in the picture, they're all gathering around it trying to approach it closer but they could not get any closer due to building obstruction.
I don't know how chickens got inside the building (not literally, but somehow it managed to get inside building's obstructions area).
It seems like a bug that rarely occur and sorta hard to reproduce.
I was playing random map: Alpine Lakes with 2 AI bot and 1 player (me) using default map size.
Change History (8)
comment:1 by , 12 years ago
Cc: | added |
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Keywords: | RMS, AI, glitch → RMS AI glitch |
comment:2 by , 12 years ago
Owner: | changed from | to
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Status: | new → assigned |
comment:3 by , 12 years ago
http://www.wildfiregames.com/forum/index.php?showtopic=16354&#entry246706
I've just confirmed this bug on Continent RMS 2v2 - qBot XP got completely stuck because a chicken was inside the CC's obstruction - I deleted the Persian CC (using 'control all units') and the AI started devouring the chicken.
comment:4 by , 12 years ago
Maybe we should add a warning for all RMS scripts when a unit is placed inside another unit? That way it should be fairly obvious when RMS writers do something wrong that'll cause this.
comment:5 by , 11 years ago
Note: as of the RC version of Aegis, I have added a pretty exact check for chickens' accessibility (if an entity with a footprint < 1 is inside an impassable square, it's disregarded, which is the case with chickens in CCs and perhaps a few other stuffs.) It appears to work in all cases, at least with chickens. This system could be extended further to some other cases, I think.
comment:6 by , 11 years ago
It might be worthwhile to prevent the random maps from placing objects appearing inside other objects entirely. Though it doesn't cause instability, I've seen trees placed inside fortress gates in the fortress random map, which looks strange/unrealistic.
comment:8 by , 11 years ago
Component: | Core engine → UI & Simulation |
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Keywords: | RMS AI glitch removed |
Milestone: | Backlog → Alpha 13 |
Hmm, this is different from deep forest. I'll see to it.